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|
Pipeline
{ info = "generated by lambdcube-compiler 0.5.0.0"
, backend = OpenGL33
, textures = []
, samplers = []
, targets =
[ RenderTarget
{ renderTargets =
[ TargetItem
{ targetSemantic = Depth , targetRef = Just (Framebuffer Depth) }
, TargetItem
{ targetSemantic = Color , targetRef = Just (Framebuffer Color) }
]
}
]
, programs =
[ Program
{ programUniforms = fromList [ ( "Time" , Float ) ]
, programStreams =
fromList
[ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
, programInTextures = fromList []
, programOutput = [ Parameter { name = "f0" , ty = V4F } ]
, vertexShader =
"""
#version 330 core
vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
uniform float Time ;
in vec4 vi1 ;
smooth out vec4 vo1 ;
void main() {
gl_Position = ( ( mat4 ( vec4 ( cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,( 0.0 ) - ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( 2.35619449017 ),sin ( 2.35619449017 ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( 2.35619449017 ) ),cos ( 2.35619449017 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) ) * ( vec4 ( ( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),1.0 ) );
vo1 = vi1;
}
"""
, geometryShader = Nothing
, fragmentShader =
"""
#version 330 core
vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
smooth in vec4 vo1 ;
out vec4 f0 ;
void main() {
f0 = ( abs ( ( vo1 ).x ) ) > ( 0.99999 ) ? vec4 ( ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) * ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ),1.0,( ( 1.0 ) - ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ) * ( ( 1.0 ) - ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ),( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : ( abs ( ( vo1 ).y ) ) > ( 0.99999 ) ? vec4 ( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( -0.5,0.5 ) ) ) + ( 0.4 ),1.0,0.0,( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) > ( -0.25 ) ) && ( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) < ( 0.0 ) ) ? 0.0 : 1.0 ) : ( abs ( ( vo1 ).z ) ) > ( 0.99999 ) ? vec4 ( 0.0,1.0,( dot ( ( ( ( ( vo1 ).xy ) * ( sign ( ( vo1 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 0.5,-0.5 ) ) ) + ( 0.4 ),( ( ( ( ( ( vo1 ).xy ) * ( sign ( ( vo1 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : vec4 ( 0.0,0.0,0.0,1.0 );
}
"""
}
]
, slots =
[ Slot
{ slotName = "stream4"
, slotStreams = fromList [ ( "position4" , V4F ) ]
, slotUniforms = fromList [ ( "Time" , Float ) ]
, slotPrimitive = Triangles
, slotPrograms = [ 0 ]
}
]
, streams = []
, commands =
[ SetRenderTarget 0
, ClearRenderTarget
[ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 }
, ClearImage
{ imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.5 1.0) }
]
, SetProgram 0
, SetRasterContext
(TriangleCtx CullNone PolygonFill NoOffset LastVertex)
, SetAccumulationContext
AccumulationContext
{ accViewportName = Nothing
, accOperations =
[ DepthOp Less True
, ColorOp NoBlending (VV4B (V4 True True True True))
]
}
, RenderSlot 0
]
}
|